In any game you may be making, more than likely you will run into times where you will need to spawn objects (Enemies, bullets, players, pick-up items, etc.). In this article we go over spawn points and object pooling and go over...

Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.

I'm making adjustments and giving you credit for that catch :) i'm adding in a note in my article now with your name. Thanks again!

Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.

You are totally right. I was just trying to put a very basic idea and concept, I felt that to not confuse new developers I would keep it simple :) +1 Thumbs up to you for catching that and noting that. Your way is the way one should definitely go with pooling for sure :)

Nice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.

3D Tower Defense game made in Unity3D (Android, iOS) Product owner wanted to create a new fresh mobile tower defense game similar to Kingdom Rush but in 3D for Android and iOS. I was responsible for prototyping the core mechanics,...

Tactics V is a retro-style tactical turn-based RPG in homage to games like 1997’s Final Fantasy Tactics from Square-Enix. Its set in an in-house fantasy setting with lore and magic. Also uses techniques to convert to a 2D...

@Phil Burling, I feel the only thing really lacking when panning in our shaders is that the dithered effects are locked to screen and not sprite origin, so while a stationary thing like the environment is moved, the checkerboards don't completely line up. but it's been reworked many, many, times... I'd say 6 or more months of research, and we're just sticking with this as the result. I personally really like the result much better at 30 or 60 frames in person rather than these clips. We'll have more info very soon on when we're getting this into people's hands. I appreciate your input none the less

:) thanks for reading! Glad I was able to change another life for the better :) please check out my live twitch training as well where I teach game development for free! http://www.twitch.tv/academyofgames0 Thank you for your support! :)